Hello, fellow Marx supporters :]
Marx has recently been growing more and more on me as a character so I decided to create a moveset for it. While I’d like to see Bandana Dee before Marx, I still love both of them and—honestly—I don’t think anyone would mind Kirby getting more than one newcomer, especially when some franchises like Fire Emblem are a bit over represented when compared to Kirby. But that’s beside the point. I’m very happy with the acknowledgment Marx got in Ultimate but I believe he could still be made a character. So without further ado, here’s the moveset I’ve created for it:
I’d appreciate it if my moveset could be added to the OP as well as my name as a supporter. Thanks for reading :]
Marx has recently been growing more and more on me as a character so I decided to create a moveset for it. While I’d like to see Bandana Dee before Marx, I still love both of them and—honestly—I don’t think anyone would mind Kirby getting more than one newcomer, especially when some franchises like Fire Emblem are a bit over represented when compared to Kirby. But that’s beside the point. I’m very happy with the acknowledgment Marx got in Ultimate but I believe he could still be made a character. So without further ado, here’s the moveset I’ve created for it:
Characteristics
Pallete Swaps:
Attributes:
Animations:
Standard Moves
Standard Attack:
Marx performs a quick forward kick. The second hit has Marx kick with his other foot. And lastly, Marx headbutts his opponent for the last hit. All three are fast and average damaging, and the headbutt has above average knockback.
Forward Tilt:
Marx opens his wings and swipes both of them forward. Poor range, but very quick and strong.
Up Tilt:
Marx opens his wings and swipes them upward both in front and behind him. Very fast move with good damage and average knockback.
Down Tilt:
Marx opens his wings and swipes them downward both in front and behind him. Very fast move with really good damage but small knockback.
Dash Attack:
Marx rolls on the ground twice keeping forward momentum. The move acts as a multi-hit move and deals solid damage. Unlike most Dash Attacks this move has little endlag.
Forward Smash:
Marx releases a pink fiery vine on his front and back that grow in a divergent shape. Little startlag with good damage and knockback growth but a short range and considerable endlag. The move can be charged for further range and power but the closer the opponent is to Marx the more damage and knockback they receive.
Up Smash:
Marx’s eyes quickly turn black and float above him for a dark explosion. The move has average speed, damage, and endlag, but great knockback. Can be charged for further damage and knockback at the expense of more startlag.
Down Smash:
Marx plants two seeds that let loose two thorny vines that grows vertically, one in front of him, the other behind. This move acts as multi-hit while the vines grow, and when they’re done growing, roses grow from the thorns for a finishing hit with powerful knockback. This move does back a bit of lag. The move can be charged so the vines grow higher and the rose blossom deals more damage and knockback, but the move naturally has a rather sizeable startlag already.
Aerial Moves
Neutral Aerial:
Marx does a quick middair spin with his wings open. Minuscule startlag and landing lag, but measly damage and knockback.
Forward Aerial:
Marx performs a strong forward charge. Has some above average startlag, endlag, and landing lag, but is has deadly knockback growth.
Back Aerial:
Marx charges backwards using his wings. Similarly to Forward Aerial has some above average startlag, endlag, and landing lag, but powerful knockback growth and slightly more damage than the Forward counterpart.
Up Aerial:
Marx performs a quick upward kick. Small damage and average knockback but pretty fast.
Down Aerial:
Marx performs a quick downward kick. Small damage and average knockback but pretty fast.
Grab-Related Moves
Grab:
Marx quickly jumps above his opponents and steps above them while they get curled into a ball. In this state, Marx can move while rolling the foe below him. However opponents can mash out after some time.
Pummel:
Marx spins the opponent below him while staying on place. This move deals massive damage.
Forward Throw:
Marx kicks his opponent forward. Average damage and surprising knockback.
Back Throw:
Marx kicks the ball backward. Above average damage and knockback.
Up Throw:
Marx kicks his opponent upward but with a slight inclination forward. Average damage and knockback.
Down Throw:
Marx jumps and presses his opponent against the ground, strong damage, but measly knockback.
Special Moves
Neutral Special (Jester Ball):
If Marx triggers the move on the ground and there isn’t a Jester Ball on the screen:
Side Special (Arrow Surfeit):
Marx releases a bunch of arrows, that deal measly damage and knockback. However, if hit by all of them this move can rack up plenty of damage. It does pack considerable endlag though.
Up Special (Baffling Teleportation):
Marx disappeares and reappers after a couple frames moving a reasonable distance. However, the startlag and endlag are minuscule, so this can be used as a combobreaker of sorts. This move can be angled in any direction, but without further input it goes perfectly upward. Both region where Marx appears and disappears have a sizeable hitbox that deal small damage and knockback. However, if this move is sweetspotted in the very center of the hitbox, it will do massive damage and knockback. This move can be used more than once in the air, but for as long as Marx doesn’t land, the distance traveled is halved each additional time the move is used, and the lag is increased by 25% each additional use as well.
Down Special (Shadow Travel, Crescent Blades, & Jocular Beam):
If Marx triggers the move on the ground:
Final Smash (Black Hole Split):
Marx splits in two and creates a big black hole. Any characters receive massive amounts of damage upwards of 100%, but no knockback at all. Marx then joins back and gains a couple frames of invincibility.
Pallete Swaps:
- Original
- Body: Purple
- Right-half of the hat & tie: Red
- Left-half of the hat: Blue
- Shoes: Brown
- Swap #1
- Body: Red
- Right-half of the hat & tie: Orange
- Left-half of the hat: Purple
- Shoes: Olive
- Swap #2
- Body: Orange
- Right-half of the hat & tie: Yellow
- Left-half of the hat: Red
- Shoes: Olivine
- Swap #3
- Body: Yellow
- Right-half of the hat & tie: Lime
- Left-half of the hat: Orange
- Shoes: Viridian
- Swap #4
- Body: Lime
- Right-half of the hat & tie: Green
- Left-half of the hat: Yellow
- Shoes: Teal
- Swap #5
- Body: Green
- Right-half of the hat & tie: Cyan
- Left-half of the hat: Lime
- Shoes: Indigo
- Swap #6
- Body: Cyan
- Right-half of the hat & tie: Blue
- Left-half of the hat: Green
- Shoes: Violet
- Swap #7
- Body: Blue
- Right-half of the hat & tie: Purple
- Left-half of the hat: Cyan
- Shoes: Crimson
Attributes:
- Number of Jumps: 6 (opens wings on jumps 2 to 6)
- Weight: 80 (same as Meta Knight and ZSS)
- Walk Speed: 1 (same as Mii Gunner)
- Run Speed: 2 (same as Diddy Kong)
- Air Speed: 1 (same as Palutena and Piranha Plant) (increased by 20% with open wings (same as Inkling, Sonic, Little Mac, Mario, and Donkey Kong))
- Falling Speed: 1.6 (same as Link, R.O.B., Ryu, and Ken) (decresed by 20% with open wings (same as Rosalina))
Animations:
- Entrance: Marx teleports his way into the battlefield.
- Forward Taunt: Marx summons a Jester Ball and bounces on it.
- Up Taunt: Marx’s eyes become black and float around until they return to Marx.
- Down Taunt: Marx splits in half. Both sides glow the same color as the corresponding half of the hat. Then Marx joins up again.
- Victory Pose #1: Marx performs a short hop and a kick in the air, akin to his animation from Star Allies.
- Victory Pose #2: Marx bounces above a Jester Ball
- Victory Pose #3: Marx comes out of a shadow and spins on the air with his wings open.
Standard Moves
Standard Attack:
Marx performs a quick forward kick. The second hit has Marx kick with his other foot. And lastly, Marx headbutts his opponent for the last hit. All three are fast and average damaging, and the headbutt has above average knockback.
Forward Tilt:
Marx opens his wings and swipes both of them forward. Poor range, but very quick and strong.
Up Tilt:
Marx opens his wings and swipes them upward both in front and behind him. Very fast move with good damage and average knockback.
Down Tilt:
Marx opens his wings and swipes them downward both in front and behind him. Very fast move with really good damage but small knockback.
Dash Attack:
Marx rolls on the ground twice keeping forward momentum. The move acts as a multi-hit move and deals solid damage. Unlike most Dash Attacks this move has little endlag.
Forward Smash:
Marx releases a pink fiery vine on his front and back that grow in a divergent shape. Little startlag with good damage and knockback growth but a short range and considerable endlag. The move can be charged for further range and power but the closer the opponent is to Marx the more damage and knockback they receive.
Up Smash:
Marx’s eyes quickly turn black and float above him for a dark explosion. The move has average speed, damage, and endlag, but great knockback. Can be charged for further damage and knockback at the expense of more startlag.
Down Smash:
Marx plants two seeds that let loose two thorny vines that grows vertically, one in front of him, the other behind. This move acts as multi-hit while the vines grow, and when they’re done growing, roses grow from the thorns for a finishing hit with powerful knockback. This move does back a bit of lag. The move can be charged so the vines grow higher and the rose blossom deals more damage and knockback, but the move naturally has a rather sizeable startlag already.
Aerial Moves
Neutral Aerial:
Marx does a quick middair spin with his wings open. Minuscule startlag and landing lag, but measly damage and knockback.
Forward Aerial:
Marx performs a strong forward charge. Has some above average startlag, endlag, and landing lag, but is has deadly knockback growth.
Back Aerial:
Marx charges backwards using his wings. Similarly to Forward Aerial has some above average startlag, endlag, and landing lag, but powerful knockback growth and slightly more damage than the Forward counterpart.
Up Aerial:
Marx performs a quick upward kick. Small damage and average knockback but pretty fast.
Down Aerial:
Marx performs a quick downward kick. Small damage and average knockback but pretty fast.
Grab-Related Moves
Grab:
Marx quickly jumps above his opponents and steps above them while they get curled into a ball. In this state, Marx can move while rolling the foe below him. However opponents can mash out after some time.
Pummel:
Marx spins the opponent below him while staying on place. This move deals massive damage.
Forward Throw:
Marx kicks his opponent forward. Average damage and surprising knockback.
Back Throw:
Marx kicks the ball backward. Above average damage and knockback.
Up Throw:
Marx kicks his opponent upward but with a slight inclination forward. Average damage and knockback.
Down Throw:
Marx jumps and presses his opponent against the ground, strong damage, but measly knockback.
Special Moves
Neutral Special (Jester Ball):
If Marx triggers the move on the ground and there isn’t a Jester Ball on the screen:
- Marx quickly summons a Jester Ball and jumps on it. He can move around above the Ball, albeit his movement is very slidy and quirky, not to mention a much lower acceleration. Marx can be kicked out of the Ball and the Ball can be kicked away from Marx too. However, a reasonable knockback is needed to separate them. Marx can also jump with the ball.
- Marx kicks his Jester Ball with little lag, the Ball moves faster and bounces off the ground, being affected by gravity.
- Marx spits a Ball out of his mouth that goes completely vertical, average lag.
- The Jester Ball immediately explodes in a tight radius, with surprising damage and knockback.
- An option to give Marx an element comes up in a similar fashion to Shulk’s Monado Arts after the B button is help for a couple of frames. Marx can add special quirks to all of his specials. The effects go away after Marx is KOed or charges B and doesn’t select any element.
- Blizzard Marx:
- Blizzard Marx has slightly reduced speed and jump height.
- Blizzard Jester Ball travels slightly slower and instead of exploding releases two ice balls that travel horizontally without being affected by gravity. They briefly freeze any opponent they hit.
- Blizzard Arrow Surfeit releases icicles instead of arrows that move slower but have a brief freeze time when they hit an opponent.
- Blizzard Baffling Teleportation briefly freezes opponents caught in the move’s sweetspot.
- Blizzard Shadow Travel has Marx move slower when submerged but, when emerging, he releases four stalagmites in the angles 70, 80, 100, and 110 in relation to the horizontal that act in a similar fashion to the Blizzard Arrows they also briefly freeze opponents.
- Blizzard Crescent Blades move slower but also gain a very brief freezing period.
- Blizzard Jocular Beam has a lot less knockback, but it freezes opponents for a considerable time.
- Bluster Marx
- Bluster Marx moves faster and has extra jump height. He also floats middair for a couple frames after a Jester Ball jump.
- Bluster Jester Ball moves significantly faster and has a decreased falling speed but deals less damage. When exploding, the damage is decreased but the knockback is increased.
- Bluster Arrow Surfeit creates a gust that pushes opponents alongside the Arrows. They also gain a bit of extra knockback.
- Bluster Baffling Teleportation gives Marx a bit more distance.
- Bluster Shadow Travel means Marx Travels faster when submerged and makes Marx ascend with a gust that pushes opponents upwards, easing the follow-up.
- Bluster Crescent Blades also push opponents slightly and move faster.
- Bluster Jocular Beam deals less damage, but has an even bigger knockback growth and slightly less endlag.
- Sizzle Marx
- Sizzle Marx has slightly reduced speed and jump height.
- Sizzle Jester Ball moves slower. The explosion deals extra damage and knockback.
- Sizzle Arrow Surfeit has fiery arrows instead. They do slightly more damage and go slower.
- Sizzle Baffling Teleportation deals extra damage throughout all of the hitbox.
- Sizzle Shadow Travel has Marx move slower when submerged but he releases four fireballs in the angles 70, 80, 100, and 110 in relation to the horizontal that act in a similar fashion to the Sizzle Arrows when he emerges.
- Sizzle Crescent Blades move slower but deal extra damage.
- Sizzle Jocular Beam deals more damage and knockback at the cost of extra endlag.
- Splash Marx
- Splash Marx moves faster and has extra jump height. He gains even more speed when riding a Jester Ball.
- Splash Jester Ball moves significantly faster and has a decreased falling speed but deals less damage. When exploding, the damage is decreased but the knockback is increased.
- Splash Arrow Surfeit creates a water flow that pushes opponents alongside the Arrows. They also gain a bit of extra knockback.
- Splash Baffling Teleportation gives Marx a bit more distance.
- Splash Shadow Travel means Marx Travels faster when submerged and makes Marx ascend with a pump of water that pushes opponents upwards, easing the follow-up.
- Splash Crescent Blades also push opponents slightly and move faster.
- Splash Jocular Beam deals less damage, but has an even bigger knockback growth and slightly less endlag.
- Zap Marx
- Zap Marx has slightly reduced speed and jump height.
- Zap Jester Ball travels slightly slower and instead of exploding releases a thunder that strikes anything above the explosion. The thunder briefly stuns any opponent they hit.
- Zap Arrow Surfeit releases light arrows that move slower but have a brief stun time when they hit an opponent.
- Zap Baffling Teleportation briefly stuns opponents caught in the move’s sweetspot.
- Zap Shadow Travel has Marx move slower when submerged but, when emerging, he releases four lightnings in the angles 70, 80, 100, and 110 in relation to the horizontal that act in a similar fashion to the Blizzard Arrows they also briefly freeze opponents.
- Zap Crescent Blades move slower but also gain a very stun freezing period.
- Zap Jocular Beam has a lot less knockback, but it stuns opponents for a considerable time
Side Special (Arrow Surfeit):
Marx releases a bunch of arrows, that deal measly damage and knockback. However, if hit by all of them this move can rack up plenty of damage. It does pack considerable endlag though.
Up Special (Baffling Teleportation):
Marx disappeares and reappers after a couple frames moving a reasonable distance. However, the startlag and endlag are minuscule, so this can be used as a combobreaker of sorts. This move can be angled in any direction, but without further input it goes perfectly upward. Both region where Marx appears and disappears have a sizeable hitbox that deal small damage and knockback. However, if this move is sweetspotted in the very center of the hitbox, it will do massive damage and knockback. This move can be used more than once in the air, but for as long as Marx doesn’t land, the distance traveled is halved each additional time the move is used, and the lag is increased by 25% each additional use as well.
Down Special (Shadow Travel, Crescent Blades, & Jocular Beam):
If Marx triggers the move on the ground:
- Marx submerges on the ground as a shadow and can freely move for up to about a second. When that time is over or Marx presses B it then quickly emerges out of the ground. If B is press and held, though, Marx comes out with his wings wide open performing a multi-hit attack that lasts for a couple frames for as long as the B button is kept held. The last hit has a big knockback growth. The whole move deals considerable damage too.
- Marx releases four Crescent-shaped Blades in the angles 0, -60, -120, and 180 starting from the horizontal. They go straight for an average distance, then return to wherever Marx is. The move has small startlag and average endlag. It does average damage but small knockback.
- Marx instead releases a laser beam, that deals big damage and has a surprising knockback growth. However, the move does leave him with big endlag. Can be used either on the ground or airborne.
Final Smash (Black Hole Split):
Marx splits in two and creates a big black hole. Any characters receive massive amounts of damage upwards of 100%, but no knockback at all. Marx then joins back and gains a couple frames of invincibility.